Level
2nd
Casting Time
1 Action
Range/Area
Self
(10 ft. *)
Components
V, S, M *
Duration
Concentration
1 Minute
School
Evocation
Attack/Save
None
Damage/Effect
When you cast this spell, roll on the Effects table to determine the effect of the spell:
| 1d12 | Effect |
|---|---|
| 1 | When a creature enters the area for the first time on a turn or starts its turn within 10 feet of you it must make a Dexterity saving throw, taking 2d6 Acid damage on a failed save, or half as much damage on a successful one. |
| 2 | When a creature enters the area for the first time on a turn or starts its turn within 10 feet of you it must make a Constitution saving throw, taking 2d6 Cold damage on a failed save, or half as much damage on a successful one. |
| 3 | When a creature enters the area for the first time on a turn or starts its turn within 10 feet of you it must make a Dexterity saving throw, taking 2d6 Fire damage on a failed save, or half as much damage on a successful one. |
| 4 | When a creature enters the area for the first time on a turn or starts its turn within 10 feet of you it must make a Strength saving throw, taking 2d6 Force damage on a failed save, or half as much damage on a successful one. |
| 5 | When a creature enters the area for the first time on a turn or starts its turn within 10 feet of you it must make a Dexterity saving throw, taking 2d6 Lightning damage on a failed save, or half as much damage on a successful one. |
| 6 | When a creature enters the area for the first time on a turn or starts its turn within 10 feet of you it must make a Wisdom saving throw, taking 2d6 Necrotic damage on a failed save, or half as much damage on a successful one. |
| 7 | When a creature enters the area for the first time on a turn or starts its turn within 10 feet of you it must make a Constitution saving throw, taking 2d6 Poison damage on a failed save, or half as much damage on a successful one. |
| 8 | When a creature enters the area for the first time on a turn or starts its turn within 10 feet of you it must make an Intelligence saving throw, taking 2d6 Psychic damage on a failed save, or half as much damage on a successful one. |
| 9 | When a creature enters the area for the first time on a turn or starts its turn within 10 feet of you it must make a Wisdom saving throw, taking 2d6 Radiant damage on a failed save, or half as much damage on a successful one. |
| 10 | When a creature enters the area for the first time on a turn or starts its turn within 10 feet of you it must make a Constitution saving throw, taking 2d6 Thunder damage on a failed save, or half as much damage on a successful one. |
| 11 | When a creature enters the area for the first time on a turn or starts its turn within 10 feet of you it must make a Charisma saving throw, or taking 1d6 Negative energy damage on a failed save, or half as much damage on a successful one. Negative energy reduces a creature's hit point maximum by the amount of damage taken for the duration. |
| 12 | When a creature enters the area for the first time on a turn or starts its turn within 10 feet of you it must make a Dexterity saving throw, or take 1 Acid damage, 1 Cold damage, 1 Force damage, 1 Lightning damage, 1 Necrotic damage, 1 Poison damage, 1 Psychic damage, 1 Acid damage, 1 Radiant damage, and 1 Thunder damage. |
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